This Beta Test is coming along nicely. The rules are simple and intuitive, and though I miss the old DP9 "RPG+TabletopWargame" formula (clunky though it may have been to some, it was certainly good for reading and context on both sides!) this new Dreampod style is showing that it is plaayable, fun, and fast. THese are good traits for a wargame, and as DP9 is specialising in this area nowadays, it's a great start for Jovian Wars.

I have a Hard bound Coppy, but pages in the back are falling out. this PDF will save this book. now I can print olny what I need and not worry about damaging it. I love Real books and losing my colection of first printing's and Rare books in 2010 made love back ups even more.

A rather different departure for an adventure in the Cyberpunk universe. You don't come across too many modules that forces PCs to run characters with not just multiple personailities, but memories as well. A few surprises, and concepts that could be borrowed for other adventures as well.

If I could only pick one Heavy Gear book to ever rear/use to run a game/present to others to present the virtues of the game, this would be it.

While the outward appeal of Heavy Gear is giant robots, the real soul of the game comes from the excellent writing, the interwoven factions and personalities, and the way that the NPCs come alive, from teh lowliest servitor and explorer to the mighty world leaders that underscore the excellently laid out setting and plot.

And this setting is heavy on metaplot, but I very much do not mind that.

But this book is a web of interpersonal interactions that span continents, nations, war zones, and generations. You get a sense of the rich past, the march of history, and the depth of the people that live in a setting that feels alive.

The core book for Heavy Gear is necessary to play the game, of course. But this book is amazingly necessary to get the whole of Heavy Gear, of Terra Nova, and of the various conflcits and political intrigue that set this game apart from every other giant robot game you might have already tried.

This is an excellent resource that highlights Terra Nova as a setting perfectly, giving it the breadth and depth necessary to make it feel alive. With this book, you a game master can impart to their players an amazing world of intrigue and giant robots, full of vibrant personalities and a rich history. This book, despite being from the second edition of the game, is absolutely vital to running a Heavy Gear game, and should be required reading for every game master, and perhaps as well for every player.

Is it easy to understand? BNA is a game supplement for Silhouette Core Rules, published mid-2000s. It is a dated RPG system, so this is a dated supplement for that system. However, it does do what it was designed to do: give you more aliens and story additions to play Core Command. Yes, it is easy to understand.

Is it fun to play? BNA provides background information that is only hinted at in Silhouette Core Rulebook and Core Command Player's Handbook. It is fun to play only if you have these books already.

Is it worth the money? Paying over $5.00 for a dated, unsupported supplement or core rulebook is a bit pricey, but not unreasonable at $7.00 or less (if you play Silhouette Core or the RPG in-question).

An extremely poor quality scan. Blurry text that can barely be zoomed in on, no bookmarks, and streaking in the images. I could've produced a better result by scanning my own physical copy of the book. Very disappointing considering the price of the PDF. This isn't some new title with fresh content and graphical layout, but a dated, defunct wargame. Without an improvement to the PDF, the price is ridiculous.

If really find that the product was extremely well made and excellently rendered and prepared (with all the due inevitable problems arising from heavily detailed colour splash-pages and comic-styled illustration).

From the "Tabletop Miniature Wargame" point of view I feel it condensated very well all the various nuances of the Combat System; especially for the use of customized troops and vehicles (I found very useful the many details about Earth-based Armed Forces, as the older products of the line that I owned were seriously lacking about Hover-Tanks and G.R.E.L. Clone-Troopers).

Even more excellent were the various Background parts about the various factions; the ones native of the "Terranova Homeworld" were very well written, with a rich and detailed history; the Timeline Flowchart was concise, yet rich of details and allowed the pinpointing of "Focal Events" in the Gameworld, to recreate pivotal moments of the History as "Epic Battles".

Exceeding even this the "Black Talon" section was interesting, cleverly written in a almost-novelization manner and full of interesting tidbits about the "Liberati Freedom Fighters" that compounded the short, yet fulfilling, section of the "Caprice Homeworld".

Although short and concise, the sections about Earth and the other Colonies and their detailed (or hypothethical) whereabouts were anyway very interesting and detailing what were only lesser footnotes of the Gameworld Background in the older material that I collected in 20 years of following the Dream-Pod9 line of products.

As "Icing on the Cake" the two Polar-View Maps of the "Terranova Homeworld" and the "Equatorial Map" were extremely useful, well made, rendered in a precise manner and also very Print-Friendly even in large formats.

I think that this is a well-rounded product on-spot with the HIGHEST expectations of the best standards of quality offered both by DrivethruRPG and Dream-Pod9 in ALL of his possible edges.